Display control method and apparatus for game screen, electronic device, and storage medium

ABSTRACT

A terminal device for playing a game includes a display screen for displaying animation of the game, and processing circuitry. The processing circuitry detects a frame rate inadequacy of animation frames that are generated according to animation features respectively associated with animation files. Then, the processing circuitry obtains preconfigured values respectively associated with the animation files. A preconfigured value associated with an animation file is indicative of performance influence for turning off an animation feature associated with the animation file. Further, the processing circuitry turns off one or more animation features according to the preconfigured values associated with the animation files until an adequate frame rate is achieved.

RELATED APPLICATION

This application is a continuation of International Application No.PCT/CN2018/096268, filed on Jul. 19, 2018, which claims priority toChina Patent Application No. 201710588981.X, filed with the ChinesePatent Office on Jul. 19, 2017 and entitled “DISPLAY CONTROL METHOD ANDAPPARATUS FOR GAME SCREEN, AND ELECTRONIC DEVICE”. The entiredisclosures of the prior applications are hereby incorporated byreference in their entirety.

FIELD OF THE TECHNOLOGY

This application relates to the field of computer technologies, and inparticular, to a display control method and apparatus for a game screen,an electronic device, and a computer readable storage medium.

BACKGROUND OF THE DISCLOSURE

With the rapid development of network technologies, people haveincreasingly higher requirements on playing fluency (e.g., displaysmoothness of video/picture frames) of game screen animations in games.Playing fluency of game screen animations is closely related to aplaying frame rate thereof. The playing frame rate refers to thequantity of animation image frames played per second. When the playingframe rate of the animations is close to an industry-standard playingframe rate of the animations, the animations can be played fluently.

The playing fluency of the game screen animations is closely related tocentral processing unit (CPU) usage and memory usage during playing ofthe animations. When the CPU usage and the memory usage are not high,the animations can be played fluently; otherwise, the animations cannotbe played fluently. When the CPU usage or the memory usage is relativelyhigh during playing of the animations, time spent on calling each frameof image is increased, resulting in stalling in animation display. Inthe related technology, memory usage and time spent on rendering arereduced by reducing image quality or animation details, so as to improvethe fluency of game screen animations. Alternatively, by reducing theCPU usage, for example, dividing a large quantity of simultaneous objectcreating operations into multiple frames to be performed gradually, andreplacing a single-thread operation with a concurrent method, a CPU peakis prevented, so that a CPU usage curve becomes smooth, therebyimproving the fluency of the game screen animation.

The foregoing optimization methods achieve certain effects in improvingthe fluency of game screen animations. However, such methods require alot of later costs, and a lot of time needs to be spent on optimizingimage quality, animation details, and object creating operations, toensure the final fluency.

SUMMARY

To resolve the problem in the related technology that a lot of laborcosts are required to improve the fluency of game screen animations,this application provides a display control method and apparatus for agame screen, an electronic device, and a storage medium.

For example, a terminal device for playing a game includes a displayscreen for displaying animation of the game, and processing circuitry.The processing circuitry detects a frame rate inadequacy of animationframes that are generated according to animation features respectivelyassociated with animation files. Then, the processing circuitry obtainspreconfigured values respectively associated with the animation files. Apreconfigured value associated with an animation file is indicative ofperformance influence for turning off an animation feature associatedwith the animation file. Further, the processing circuitry turns off oneor more animation features according to the preconfigured valuesassociated with the animation files until an adequate frame rate isachieved.

In some embodiments, the preconfigured value associated with theanimation file is a measure of at least one of graphic processingconsumption and user experience of the animation feature. In an example,the preconfigured value associated with the animation file is acombination of a number of draw call commands to a graphics processingunit (GPU) for the animation feature and a user experience influencevalue for the animation feature.

In some embodiments, the processing circuitry determines an averageframe rate of the animation frames that are generated according toanimation features respectively associated with animation files anddisplayed on the display screen, and detects the frame rate inadequacywhen the average frame rate is less than a preset frame rate.

In some embodiments, the processing circuitry classifies the animationfeatures into multiple classes according to the preconfigured values,and turns off the animation features class by class until the adequateframe rate is achieved.

In some embodiments, the processing circuitry sorts the animationfeatures into a turn-off sequence according to the preconfigured values,and turns off the animation features, for example one by one, accordingto the turn-off sequence until the adequate frame rate is achieved.

In some embodiments, the processing circuitry disables a loading of ananimation file to a central processing unit (CPU) when an animationfeature associated with the animation file is turned off.

The technical solutions provided in the embodiments of this applicationcan include the following beneficial effects:

In this application, loading of a plurality of animation files isstopped according to an animation effect closability evaluation value(e.g., a measure of performance influence for turning off an animationfeature) of each animation file, until fluency of game screen display isadjusted to a specified value. In this solution, it is unnecessary tospend much time on optimizing image quality, animation details, andobject creating operations, thereby reducing the labor costs andimproving the fluency of game screen display. Compared with the relatedtechnology, the solution of this application is also applicable tolow-end models, and can improve display fluency of the low-end models.In addition, for devices with small memory, when the fluency cannot befurther improved by releasing cache, memory usage can be further reducedby stopping loading of a plurality of animation files according to thesolution of this application, thereby improving the display fluency.

It is appreciated that, the general description above and the followingdetailed description are merely examples, and cannot limit thisapplication.

BRIEF DESCRIPTION OF THE DRAWINGS

The accompanying drawings herein, which are incorporated into thespecification and form a part of the specification, show embodimentscomplying with this application, and are used for illustrating theprinciple of this application together with the specification.

FIG. 1 is a schematic diagram of an implementation environment relatedto this application;

FIG. 2 is a block diagram of an apparatus according to an exemplaryembodiment;

FIG. 3 is a flowchart of a display control method for a game screenaccording to an exemplary embodiment;

FIG. 4 is a schematic diagram of a characteristic parameter list of eachanimation file according to an exemplary embodiment;

FIG. 5 is a schematic diagram of sorting of animation effect closabilityevaluation values of each animation file according to an exemplaryembodiment;

FIG. 6 is a schematic flowchart of description about details of stepS310 in an embodiment corresponding to FIG. 3 according to an exemplaryembodiment;

FIG. 7 is a schematic flowchart of description about details of stepS350 in an embodiment corresponding to FIG. 3 according to an exemplaryembodiment;

FIG. 8 is a schematic flowchart of description about details of stepS350 in an embodiment corresponding to FIG. 3 according to anotherexemplary embodiment;

FIG. 9 is a block diagram of a display control apparatus for a gamescreen according to an exemplary embodiment;

FIG. 10 is a detailed block diagram of an adjustment triggering modulein an embodiment corresponding to FIG. 9;

FIG. 11 is a detailed block diagram of a fluency adjustment module in anembodiment corresponding to FIG. 9 according to an exemplary embodiment;

FIG. 12 is a detailed block diagram of a fluency adjustment module in anembodiment corresponding to FIG. 9 according to another exemplaryembodiment;

FIG. 13 is an interface diagram of an optional display interface inwhich an animation effect is not closed according to an embodiment ofthis application;

FIG. 14 is an interface diagram of an optional display interface inwhich an animation effect is closed according to an embodiment of thisapplication;

FIG. 15 is an interface diagram of an optional display interface inwhich a cross shock wave animation effect is not closed according to anembodiment of this application;

FIG. 16 is an interface diagram of an optional display interface inwhich a cross shock wave animation effect is closed according to anembodiment of this application; and

FIG. 17 is a structural block diagram of an optional electronicapparatus according to an embodiment of this application.

DESCRIPTION OF EMBODIMENTS

Exemplary embodiments are described in detail herein, examples of whichare illustrated in the accompanying drawings. When the followingdescription relates to the accompanying drawings, the same numbers indifferent drawings represent the same or similar elements unlessotherwise represented. The implementations described in the followingexemplary embodiments do not represent all implementations consistentwith this application. Instead, they are merely examples of apparatusesand methods consistent with some aspects of this application as recitedin the appended claims.

FIG. 1 is a schematic diagram of an implementation environment relatedto this application. The implementation environment includes: a mobileterminal 110 and at least one game software APP 120. The game softwareAPP 120 is installed in the mobile terminal 110, and a game screen canbe displayed after the mobile terminal 110 runs the game software APP120. A display control program of the game screen is configured in thegame software APP 120. In a running process of the game software APP120, the mobile terminal 110 can control display of the game screen bycalling the display control program of the game screen, so as to improvefluency of the game screen display and avoid game stalling.

FIG. 2 is a block diagram of an apparatus 200 according to an exemplaryembodiment. For example, the apparatus 200 may be a mobile terminal inthe implementation environment shown in FIG. 1. The mobile terminal maybe a smartphone, a tablet computer, and the like.

Referring to FIG. 2, the apparatus 200 may include one or more of thefollowing components: a processing component 202, a memory 204, a powersupply component 206, a multimedia component 208, an audio component210, a sensor component 214, and a communications component 216.

The processing component 202 generally controls overall operations ofthe apparatus 200, for example, operations associated with display, acall, data communication, a camera operation, and a recording operation.The processing component 202 may include one or more processors 218 toexecute instructions, to complete all or some of steps of the followingmethod. In addition, the processing component 202 may include one ormore modules, to facilitate interaction between the processing component202 and other components. For example, the processing component 202 mayinclude a multimedia module, to facilitate interaction between themultimedia component 208 and the processing component 202.

The memory 204 is configured to store various types of data to supportoperations on the apparatus 200. Examples of data include instructionsof any application program or method operated on the apparatus 200. Thememory 204 may be implemented by any type of volatile or non-volatilestorage devices, or a combination thereof, for example, a static randomaccess memory (SRAM), an electrically erasable programmable read-onlymemory (EEPROM), an erasable programmable read-only memory (EPROM), aprogrammable red-only memory (PROM), a read-only memory (ROM), amagnetic memory, a flash memory, a magnetic disk, or an optical disc.The memory 204 further stores one or more modules. The one or moremodules are configured to be executed by the one or more processors 218,to complete all or some of steps of the method shown in any of FIG. 3and FIG. 6 to FIG. 8.

The power supply component 206 supplies power to various components ofthe apparatus 200. The power supply component 206 may include a powersupply management system, one or more power supplies, and othercomponents associated with power generating, management, anddistribution for the apparatus 200.

The multimedia component 208 includes a screen that provides an outputinterface between the apparatus 200 and a user. In some embodiments, thescreen may include a liquid crystal display (LCD) and a touch panel. Ifthe screen includes a touch panel, the screen may be implemented as atouchscreen, to receive input signals from the user. The touch panelincludes one or more touch sensors to sense touch, sliding, and gestureson the touch panel. The touch sensor can not only sense the boundary ofa touch or sliding action, but also detect duration and a pressurerelated to the touch or sliding operation. The screen may furtherinclude an organic light emitting display (OLED).

The audio component 210 is configured to input and/or output an audiosignal. For example, the audio component 210 includes a microphone(MIC). When the apparatus 200 is in an operation mode, such as a callmode, a recording mode, or a speech recognition mode, the MIC isconfigured to receive an external audio signal. The received audiosignal may be further stored in the memory 204 or sent through thecommunications component 216. In some embodiments, the audio component210 further includes a loudspeaker configured to output an audio signal.

The sensor component 214 includes one or more sensors, configured toprovide status evaluation of various aspects for the apparatus 200. Forexample, the sensor component 214 may detect an on/off state of theapparatus 200, and relative positions of components. The sensorcomponent 214 may further detect a position change of the apparatus 200or a component of the apparatus 200, and a temperature change of theapparatus 200. In some embodiments, the sensor component 214 may furtherinclude a magnetic sensor, a pressure sensor, or a temperature sensor.

The communications component 216 is configured to facilitate wired orwireless communication between the apparatus 200 and other devices. Theapparatus 200 may be connected to a wireless network based on acommunications standard, for example, Wireless-Fidelity (WiFi). In anexemplary embodiment, the communications component 216 receives abroadcast signal or broadcast-related information from an externalbroadcast management system through a broadcast channel. In an exemplaryembodiment, the communications component 216 further includes a NearField Communication (NFC) module, to facilitate short rangecommunication. For example, the NFC module may be implemented based on aradio frequency identification (RFID) technology, an Infrared DataAssociation (IrDA) technology, an ultra wideband (UWB) technology, aBluetooth technology, and other technologies.

In an exemplary embodiment, the apparatus 200 may be implemented by oneor more application specific integrated circuits (ASICs), a digitalsignal processor, a digital signal processing device, a programmablelogic device, a field programmable gate array, a controller, amicro-controller, a microprocessor, or other electronic elements, and isconfigured to perform the following method.

FIG. 3 is a flowchart of a display control method for a game screenaccording to an exemplary embodiment. An application scope and anexecution entity of the display control method for a game screen may beas follows: for example, the method is applied to the mobile terminal110 in the implementation environment shown in FIG. 1. The displaycontrol method for a game screen may be performed by the mobile terminal110 by calling the stored game software APP 120. The method may includethe following steps:

In step S310, a mobile terminal triggers fluency adjustment of gamescreen display when a game screen is displayed based on loading ofanimation files.

It is noted that, in a process of displaying the game screen, the gamesoftware APP of the mobile terminal may load many animation files, andthen run according to programs written in the animation files. In thegame screen display process, if it is detected that an animation stallsor a frame rate cannot reach a set value, fluency adjustment of the gamescreen display is triggered.

The quantity of frames that can be displayed per second during runningof the game is referred to as a frame rate (which is expressed in FramesPer Second, or FPS for short). A greater FPS value indicates a smootheranimation effect on the screen. Generally, a game with a stable framerate of approximately 30 FPS can be considered as fluent or smooth. Forexample, a set value of the frame rate may be 20 frames per second, andwhen the frame rate cannot reach 20 frames per second, fluencyadjustment is triggered.

In step S330, the mobile terminal obtains a preconfigured animationeffect closability evaluation value corresponding to each animationfile. The animation effect closability evaluation value of eachanimation file is determined according to a characteristic parameter ofeach animation file, and each animation file is used for implementing acorresponding animation effect in the game screen. In some examples,animation effect closability evaluation value is a measure ofperformance influence for turning off an animation feature associatedwith the animation file. The performance influence can be consumption ofgraphic processing capability (e.g., a number of call commands tographic process unit) for the animation feature and can be userexperience of the animation feature.

It is noted that, one animation effect is generated corresponding torunning of one animation file. Running of a large quantity of animationfiles causes high CPU usage, thus resulting in game stalling. To improvethe fluency of the game, some animation effects may be closedappropriately. In other words, loading of some animation files isstopped, so that the fluency of the game can be improved withoutaffecting user experience.

Based on this, the mobile terminal may evaluate the animation effect ofeach animation file in advance, obtain the animation effect closabilityevaluation value of each animation file according to the characteristicparameter of each animation file, and pre-configure the animation effectclosability evaluation value corresponding to each animation file ontothe mobile terminal that is configured to load the animation files fordisplaying. For example, the animation effect closability evaluationvalue of each animation file may be obtained according to time orperformance consumed for loading of each animation file. For example,the animation effect closability evaluation value of each animation filemay be obtained according to a degree of influence of each animationeffect on the user.

Optionally, the characteristic parameter of each animation file in stepS330 may include a performance consumption parameter and or a displayeffect influence parameter of each animation file.

It is noted that, because the frame animations and particle effectsrelated to images require particular processing during display of gameanimations, the key factor that affects the display fluency of the gameanimations is the performance of processing image resources. Except forprogram code logic, a rendering processing method for image resources isthe biggest factor that affects the fluency, and in many cases, gamestalling is caused by rendering processing for image resources by theCPU.

Therefore, the performance consumption parameter may be rendering timescorresponding to each animation file. The rendering times refer to thenumber of times that a function (e.g., when a CPU executes the animationfile to perform the animation feature) causes a graphics processing unit(GPU) to render a mesh in each frame of the game. For example, a mobileterminal includes a CPU and a GPU. When an animation file is loaded intothe CPU, the CPU executes the animation file and provides command callsto the GPU to implement an animal feature associated with the animationfile. For each frame of the game, the CPU gives the rendering times ofcommands to the GPU to render a mesh. Thus, the number of renderingtimes of commands to the GPU is used to measure the graphic processingconsumption of the GPU for the animation feature associated with theanimation file. Fewer calling times indicate higher efficiency of batchrendering, and this value is an important index determining the fluencyof the game. Animation files with more rendering times have higher timeand performance consumption, and loading of such animation files may bestopped first. To improve the fluency while minimizing influence on userexperience, user experience may also be taken into consideration, andanimation effects with high performance consumption and small influenceon the user may be closed first.

To make it easy to obtain the corresponding animation effect closabilityevaluation value according to the characteristic parameter of eachanimation file, the mobile terminal may make a list ofperformance-consuming animation effects in accordance with renderingtimes, and then make a list for each animation effect in accordance withinfluence of the display effect on the user. A display effect influencevalue may be greater when the influence on the user is smaller (forexample, the value ranges from 1 to 3). The obtained characteristicparameter of each animation file may be as shown in FIG. 4. Eachanimation script represents one animation file, and generates oneanimation effect. The animation effect closability evaluation value ofeach animation file=rendering times x influence value, thereby obtainingthe animation effect closability evaluation value of each animationfile, that is, the total score shown in FIG. 5.

In step S350, the mobile terminal stops loading of a plurality ofanimation files according to the animation effect closability evaluationvalue of each animation file, until fluency of the game screen displayis adjusted to a specified value.

It is noted that, it is possible to stop, according to the animationeffect closability evaluation values, loading of some animation filescurrently being loaded, to reduce the influence on the fluency of thegame screen display, until the fluency of the game screen display isadjusted to the specified value, but this step is not limited thereto.The specified value may be used for, but not limited to, indicating aframe rate at which the game screen meets a fluent display requirement.

After obtaining the animation effect closability evaluation value ofeach animation file shown in FIG. 5, the mobile terminal may first stoploading of a plurality of animation files with greater evaluation valuesaccording to the animation effect closability evaluation value of eachanimation file, that is, close effects with higher performanceconsumption and smaller influence on user experience. Then, otheranimation effects are closed as required, until the fluency of the gamescreen is adjusted to the specified value (for example, the frame ratereaches 20 frames per second). In this application, instead of directlyclosing all animation effects to improve the fluency of the game screendisplay, a plurality of animation effects is closed, and operations ofclosing other animation effects can be stopped when the fluency meetsthe requirement, so that good fluency and good user experience are bothachieved.

It is assumed that the mobile terminal 110 in the application scenarioshown in FIG. 1 is a smartphone. There are many methods for improvingthe fluency of the game software APP run in the smartphone in therelated technology, which mainly include reducing memory usage and timespent on rendering by reducing image quality and animation details, ordividing a large quantity of simultaneous object creating operationsinto multiple frames to be performed gradually, and replacing asingle-thread operation with a concurrent method, so as to prevent a CPUpeak and make a CPU usage curve smooth. These optimization methodsachieve certain effects. However, such methods require a lot of latercosts, and a lot of time needs to be spent on optimizing image quality,animation details, and object creating operations, to ensure the finalfluency.

In addition, these optimizations are merely designed for the currentmainstream models, and optimizations such as reducing the image qualityare merely used for meeting the fluency requirement of the currentmainstream models, but cannot be applied to low-end models. In otherwords, because the low-end models have low-level configurations andrequire lower image quality, the foregoing optimized image quality stillfails to meet the fluency requirement of the low-end models.

To reduce the memory usage and improve the fluency of the smartphonegame, the related technology further includes the following method:Animations and textures (when an image is loaded into the memory, theimage exists in a form of textures; the textures are a block ofcontinuous memory, and image pixel information filled according to aspecified pixel format is stored in the block of memory) occupy most ofthe memory of the smartphone, to reduce the memory usage and improve thefluency of the game screen display, an effective method for maintainingmemory stability is to release and recover the animations and texturesin time.

For example, in a game developed in a Cocos2d-js engine, CCTextureCache(texture cache) is a bottom texture cache, and all directly loadedimages are put into this cache by default, to improve callingefficiency. After it is confirmed that an image texture will not beagain, the image texture may be released from the cache. In addition, aloading speed can also be increased by combining a large quantity ofsmall images into a large image for loading. Sequential playing ofanimations in the cache can also reduce the time consumed in eachanimation creation.

The foregoing methods achieve the effect of improving the fluency of thegame screen display theoretically. However, in the related technology,an android device has small memory, and after startup, there is littleremaining memory, which is only dozens of megabytes. Small games can berun fluently, but there is severe stalling in running of large games. Alarge game occupies a lot of memory, and idle memory will be used up themoment when animation files of the game are loaded, and the fluency ofthe game cannot be further improved even by releasing cache to reducememory usage.

Compared with the foregoing related technology, loading of a pluralityof animation files is stopped according to an animation effectclosability evaluation value of each animation file, until fluency ofgame screen display is adjusted to a specified value. In this solution,it is unnecessary to spend much time on optimizing image quality,animation details, and object creating operations, thereby reducing thelabor costs and improving the fluency of game screen display. Moreover,the solution of this application is also applicable to low-end models,and can improve display fluency of the low-end models. In addition, fordevices with small memory, when the fluency cannot be further improvedby releasing cache, memory usage can be further reduced by stoppingloading of a plurality of animation files according to the solution ofthis application, thereby improving the display fluency.

FIG. 6 is a schematic flowchart of description about details of stepS310 in an embodiment corresponding to FIG. 3. As shown in FIG. 6, stepS310 specifically includes the following steps:

In step S311, the mobile terminal detects an average frame rate of thegame screen display when the game screen is displayed based on loadingof animation files.

A timer function may be started in the game screen display process, torecord an average frame rate in a fixed time interval (for example, 5 to10 seconds). In addition, another timer may further be started to recorda time interval of each frame. A frame rate is obtained by calculatingthe quantity of frames per second. Finally, frame rates in the fixedtime interval are averaged to obtain an average frame rate.

In step S312, fluency adjustment of the game screen display is triggeredwhen the average frame rate is less than a preset frame rate.

The fixed time interval being 10 seconds is used as an example fordescription. The mobile terminal may trigger calling of an onTimerOverfunction every 10 seconds, to determine whether an average frame rate inthe past 10 seconds is less than a specific value (for example, 20frames per second). If the average frame rate is less than the specificvalue, logic for adjusting the fluency of the game screen display istriggered. If the average frame rate is still less than 20 frames persecond after a plurality of animation effects is closed, the mobileterminal continues to close other animation effects, until the averageframe rate is greater than 20 frames per second.

FIG. 7 is a schematic flowchart of description about details of stepS350 in an embodiment corresponding to FIG. 3. As shown in FIG. 7, stepS350 may specifically include the following steps:

In step S351, the mobile terminal classifies all the animation filesaccording to the animation effect closability evaluation value of eachanimation file, to obtain a loading stopping sequence of each class ofanimation files.

After obtaining the animation effect closability evaluation value ofeach animation file in S330, the mobile terminal may classify all theanimation files according to the magnitudes of the animation effectclosability evaluation values. As shown in FIG. 5, animation files whoseanimation effect closability evaluation values are greater than or equalto 10 are classified into a first class, animation files whose animationeffect closability evaluation values are less than 10 and greater thanor equal to 5 are classified into a second class, and animation fileswhose animation effect closability evaluation values are less than 5 areclassified into a third class.

As shown in FIG. 5 and FIG. 6, to preferentially close animation effectswith high performance consumption and small influence on the user, themobile terminal may preferentially close animation files with largeranimation effect closability evaluation values. Therefore, loading ofthe first class of animation files is stopped first, followed by thesecond class, and finally the third class.

In step S355, the mobile terminal stops loading of animation files classby class according to the loading stopping sequence of each class ofanimation files, until the fluency of the game screen display isadjusted to the specified value.

After the fluency adjustment is triggered, according to the foregoingloading stopping sequence of each class of animation files, loading ofthe first class of animation files whose evaluation values are greaterthan or equal to 10 is first stopped in the first stage. If the laterfluency reaches the specified value (for example, if the frame rate isgreater than or equal to 20 frames per second), other animation effectsmay not be closed. If the later frame rate is still less than 20 framesper second, loading of the class of animation files whose evaluationvalues are greater than or equal to 5 is stopped in the second stage. Ifthe later frame rate is still less than 20 frames per second, loading ofthe class of animation files whose evaluation values are less than orequal to 5 is stopped, until the fluency of the game screen display isadjusted to the specified value.

In another implementation, as shown in FIG. 8, step S350 in theembodiment corresponding to FIG. 3 may specifically include thefollowing steps:

In step S801, the mobile terminal determines a loading stopping sequenceof each animation file according to the animation effect closabilityevaluation value of each animation file.

It is noted that, the difference between the embodiment corresponding toFIG. 8 and the embodiment corresponding to FIG. 7 lies in that, loadingof animation files is sequentially stopped class by class in theembodiment corresponding to FIG. 7, that is, multiple animation effectsare closed each time, and the animation effects are sequentially closedin multiple times (multiple animation effects are closed each time);loading of animation files is sequentially stopped one by one in theembodiment corresponding to FIG. 8, that is, the mobile terminal closesone animation effect each time, and closes the animation effectssequentially.

After obtaining the animation effect closability evaluation value ofeach animation file, the mobile terminal may sort each animation file.As shown in FIG. 5, each animation file may be sorted in descendingorder of the animation effect closability evaluation values, to obtainthe loading stopping sequence of each animation file.

In step S802, the mobile terminal stops loading of animation files oneby one according to the loading stopping sequence of each animationfile, until the fluency of the game screen display is adjusted to thespecified value.

In this exemplary embodiment, loading of animation files may besequentially stopped one by one according to the loading stoppingsequence of each animation file. That is, the mobile terminal closes oneanimation effect each time, and closes animation effects one by one,until the fluency of the game screen display is adjusted to thespecified value.

The following is an apparatus embodiment of this application, which canbe used for performing the foregoing embodiment of the display controlmethod for a game screen performed by the mobile terminal 110 of thisapplication. For details not disclosed in the apparatus embodiment ofthis application, refer to the embodiment of the display control methodfor a game screen of this application.

FIG. 9 is a block diagram of a display control apparatus for a gamescreen according to an exemplary embodiment. The display controlapparatus for a game screen may be applied to the mobile terminal 110 inthe implementation environment shown in FIG. 1, and perform all or someof steps of the display control method for a game screen shown in any ofFIG. 3 and FIG. 6 to FIG. 8. As shown in FIG. 9, the display controlapparatus for a game screen may include, but is not limited to: anadjustment triggering module 910, an evaluation value obtaining module930, and a fluency adjustment module 950.

The adjustment triggering module 910 is configured to trigger fluencyadjustment of game screen display when a game screen is displayed basedon loading of animation files.

The evaluation value obtaining module 930 is configured to obtain apreconfigured animation effect closability evaluation valuecorresponding to each animation file, the animation effect closabilityevaluation value of each animation file being determined according to acharacteristic parameter of each animation file, and each animation filebeing used for implementing a corresponding animation effect in the gamescreen.

The fluency adjustment module 950 is configured to stop loading of aplurality of animation files according to the animation effectclosability evaluation value of each animation file, until fluency ofthe game screen display is adjusted to a specified value.

For specific implementation process of the function and effect of eachmodule in the apparatus, refer to the implementation process of thecorresponding step in the foregoing display control method for a gamescreen, details are not described herein again.

The adjustment triggering module 910 may be, for example, aphysical-structure communications component 216 in FIG. 2.

The evaluation value obtaining module 930 and the fluency adjustmentmodule 950 may also be functional modules configured to performcorresponding steps in the foregoing display control method for a gamescreen. It can be understood that, the modules may be implemented byhardware, software, or a combination hereof. When implemented byhardware, the modules may be implemented as one or more hardwaremodules, for example, one or more application-specific integratedcircuits. When implemented by software, the modules may be implementedas one or more computer programs executed on one or more processors, forexample, the program that is stored in the memory 204 and executed bythe processor 218 in FIG. 2.

Optionally, the characteristic parameter of each animation file mayinclude a performance consumption parameter and/or a display effectinfluence parameter of each animation file.

FIG. 10 is a detailed block diagram of the adjustment triggering module910 in the embodiment corresponding to FIG. 9. As shown in FIG. 10, theadjustment triggering module 910 may include, but is not limited to:

a frame rate detection unit 911, configured to detect an average framerate of the game screen display when the game screen is displayed basedon loading of animation files; and

an adjustment triggering unit 912, configured to trigger fluencyadjustment of the game screen display when the average frame rate isless than a preset frame rate.

In one embodiment, FIG. 11 is a detailed block diagram of the fluencyadjustment module 950 in the embodiment corresponding to FIG. 9. Asshown in FIG. 11, the fluency adjustment module 950 may include, but isnot limited to:

a class sorting unit 951, configured to classify all the animation filesaccording to the animation effect closability evaluation value of eachanimation file, to obtain a loading stopping sequence of each class ofanimation files; and a class-by-class stopping unit 952, configured tostop loading of animation files class by class according to the loadingstopping sequence of each class of animation files, until the fluency ofthe game screen display is adjusted to the specified value.

In another embodiment, FIG. 12 is a detailed block diagram of thefluency adjustment module 950 in the embodiment corresponding to FIG. 9.As shown in FIG. 12, the fluency adjustment module 950 may include, butis not limited to:

a file sorting unit 951′, configured to determine a loading stoppingsequence of each animation file according to the animation effectclosability evaluation value of each animation file; and

a one-by-one stopping unit 952′, configured to stop loading of animationfiles one by one according to the loading stopping sequence of eachanimation file, until the fluency of the game screen display is adjustedto the specified value.

By using the display control method and apparatus for game screenprovided in this application, some of animation effects are closed toimprove fluency of game screen display. In FIG. 13 and FIG. 14, acomparison is made between a display interface in which an animationeffect is closed and a normal effect interface from the perspective ofvisual effects perceived by a user. FIG. 13 is an interface diagram of adisplay interface in which an animation effect is not closed, and FIG.14 is an interface diagram of a display interface in which an animationeffect is closed. It can be seen from FIG. 13 and FIG. 14 that, afterthe animation effect is closed, merely simple animation playing chesspieces disappear, and then the subsequent logic is continued.

In FIG. 15 and FIG. 16, a comparison is made between a display interfacein which a cross shock wave animation effect is closed and a normaleffect interface from the perspective of visual effects perceived by auser. FIG. 15 is an interface diagram of a display interface in which across shock wave animation effect is not closed, and FIG. 16 is aninterface diagram of a display interface in which a cross shock waveanimation effect is closed. It can be seen from FIG. 15 and FIG. 16that, after the animation effect is closed, the chess pieces directlydrop directly, and then the subsequent logic is continued.

After the foregoing processing of closing the animation effects, a framerate on a low-end machine can also be stabilized at about 25 frames persecond from the previous frame rate lower than 20 frames per second, andthe overall running of the game is fluent.

Optionally, this application further provides an electronic device. Theelectronic device may be applied to the mobile terminal 110 in theimplementation environment shown in FIG. 1, and perform some or all ofsteps of the display control method for a game screen shown in any ofFIG. 3 and FIG. 6 to FIG. 8. Optionally, in an optional embodiment, asshown in FIG. 17, the electronic device includes:

a processor 1704; and

a memory 1702 configured to store a computer program;

the processor being configured to perform, through the computer program,the display control method for a game screen provided in the foregoingexemplary embodiment.

Optionally, in this embodiment, the electronic device may be located inat least one network device among multiple network devices in a computernetwork.

Optionally, in this embodiment, the processor may be configured toperform the following steps through the computer program:

S1, triggering fluency adjustment of game screen display when a gamescreen is displayed based on loading of animation files;

S2, obtaining a preconfigured animation effect closability evaluationvalue corresponding to each animation file, the animation effectclosability evaluation value of each animation file being determinedaccording to a characteristic parameter of each animation file, and eachanimation file being used for implementing a corresponding animationeffect in the game screen; and

S3, stopping loading of a plurality of animation files according to theanimation effect closability evaluation value of each animation file,until fluency of the game screen display is adjusted to a specifiedvalue.

Optionally, it may be appreciated by a person of ordinary skill in theart that, FIG. 17 merely shows a schematic structure. The electronicdevice may also be a terminal device such as a smartphone (such as anAndroid phone or an iOS phone), a tablet computer, a palmtop computer, amobile internet device (MID), or a PAD. FIG. 17 does not limit thestructure of the electronic device. For example, the electronic devicemay also include more or fewer components (such as a network interface)than those shown in FIG. 17, or have a configuration different from thatshown in FIG. 17.

The memory 1702 may be configured to store a software program andmodule, such as a program instruction/module corresponding to thedisplay control method and apparatus for a game screen in theembodiments of the present disclosure. The processor 1704 executesdifferent functional applications and performs data processing byrunning the software program and module stored in the memory 1702,thereby implementing the foregoing display control method for a gamescreen. The memory 1702 may include a high-speed random memory, and mayalso include a non-volatile memory, for example, one or more magneticstorage apparatuses, flash memories or other non-volatile solid-statememories. In some embodiments, the memory 1702 may further includememories 1702 remotely disposed relative to the processor 1704, andthese remote memories may be connected to the terminal through anetwork. Examples of the network include, but are not limited to, theInternet, an intranet, a local area network, a mobile communicationsnetwork, or a combination thereof. The memory 1702 specifically may beconfigured to store sample features of items, target virtual resourceaccount, and other information, but the function of the memory 1702 isnot limited thereto. In an example, as shown in FIG. 17, the memory 1702may include, but is not limited to, the adjustment triggering module910, the evaluation value obtaining module 930, and the fluencyadjustment module 950 in the foregoing display control apparatus for agame screen. In addition, the memory 1702 may further include, but isnot limited to, other modules or units in the foregoing display controlapparatus for a game screen, which are not described again in thisembodiment.

Optionally, the transmission apparatus 1706 is configured to receive orsend data through a network. Specific examples of the network mayinclude a wired network and a wireless network. In an embodiment, thetransmission apparatus 1706 includes a network interface controller(NIC), which may be connected to other network devices and a routerthrough a network, thereby communicating with the Internet or a localarea network. In an embodiment, the transmission apparatus 1706 is aradio frequency (RF) module, which is configured to communicate with theInternet in a wireless manner.

In addition, the electronic device further includes: a display 1708,configured to display the foregoing game screen; and a connection bus1710, configured to connect various module components in the electronicdevice.

In an exemplary embodiment, a storage medium is further provided. Thestorage medium is a computer readable storage medium, for example, atemporary or non-temporary computer readable storage medium includinginstructions. A computer program is stored in the storage medium. Thecomputer program may be executed by the processor 218 of the apparatus200 to complete the display control method for a game screen provided inthe foregoing exemplary embodiment.

It is appreciated that, this application is not limited to the precisestructure described above and shown in the accompanying drawings, andvarious modifications and changes can be made without departing from thescope of this application. The scope of this application is only subjectto the appended claims.

In this disclosure, loading of a plurality of animation files is stoppedaccording to an animation effect closability evaluation value of eachanimation file, until fluency of game screen display is adjusted to aspecified value. Accordingly, it is unnecessary to spend much time onoptimizing image quality, animation details, and object creatingoperations, thereby reducing the labor costs and improving the fluencyof game screen display. Compared with the related technology, thedisclosed methods can be applied to low-end models of devices, and canimprove display fluency of the low-end models of devices. In addition,for devices with small memory, when the fluency cannot be furtherimproved by releasing cache, memory usage can be further reduced bystopping loading of a plurality of animation files according to thepresent disclosure, thereby improving the display fluency.

What is claimed is:
 1. A method for display control, comprising:detecting, by processing circuitry of a terminal device that displaysanimation for a game on a display screen, a frame rate inadequacy ofanimation frames that are generated according to animation featuresrespectively associated with animation files; obtaining, by theprocessing circuitry, preconfigured values respectively associated withthe animation files, a preconfigured value associated with an animationfile being indicative of performance influence for turning off ananimation feature associated with the animation file; and turning off,by the processing circuitry, one or more animation features according tothe preconfigured values associated with the animation files until anadequate frame rate is achieved.
 2. The method according to claim 1,wherein the preconfigured value associated with the animation file is ameasure of at least one of graphic processing consumption and userexperience of the animation feature.
 3. The method according to claim 1,wherein the preconfigured value associated with the animation file is acombination of a number of draw call commands to a graphics processingunit (GPU) for the animation feature and a user experience influencevalue for the animation feature.
 4. The method according to claim 1,further comprising: determining, an average frame rate of the animationframes that are generated according to the animation featuresrespectively associated with the animation files and are displayed onthe display screen; and detecting the frame rate inadequacy when theaverage frame rate is less than a preset frame rate.
 5. The methodaccording to claim 1, further comprising: classifying, by the processingcircuitry, the animation features into multiple classes according to thepreconfigured values; and turning off, by the processing circuitry, theanimation features class by class until the adequate frame rate isachieved.
 6. The method according to claim 1, further comprising:sorting, by the processing circuitry, the animation features into aturn-off sequence according to the preconfigured values; and turning offthe animation features according to the turn-off sequence until theadequate frame rate is achieved.
 7. The method according to claim 1,further comprising: disabling a loading of an animation file to acentral processing unit (CPU) when an animation feature associated withthe animation file is turned off
 8. A terminal device for playing agame, comprising: a display screen for displaying animation of the game;and processing circuitry configured to: detect a frame rate inadequacyof animation frames that are generated according to animation featuresrespectively associated with animation files; obtain preconfiguredvalues respectively associated with the animation files, a preconfiguredvalue associated with an animation file being indicative of performanceinfluence for turning off an animation feature associated with theanimation file; and turn off one or more animation features according tothe preconfigured values associated with the animation files until anadequate frame rate is achieved.
 9. The terminal device according toclaim 8, wherein the preconfigured value associated with the animationfile is a measure of at least one of graphic processing consumption anduser experience of the animation feature.
 10. The terminal deviceaccording to claim 8, wherein the preconfigured value associated withthe animation file is a combination of a number of draw call commands toa graphics processing unit (GPU) for the animation feature and a userexperience influence value for the animation feature.
 11. The terminaldevice according to claim 8, wherein the processing circuitry isconfigured to: determine an average frame rate of the animation framesthat are generated according to the animation features respectivelyassociated with the animation files and are displayed on the displayscreen; and detect the frame rate inadequacy when the average frame rateis less than a preset frame rate.
 12. The terminal device according toclaim 8, wherein the processing circuitry is configured to: classify theanimation features into multiple classes according to the preconfiguredvalues; and turn off the animation features class by class until theadequate frame rate is achieved.
 13. The terminal device according toclaim 8, wherein the processing circuitry is configured to: sort theanimation features into a turn-off sequence according to thepreconfigured values; and turn off the animation features according tothe turn-off sequence until the adequate frame rate is achieved.
 14. Theterminal device according to claim 8, wherein the processing circuitryis configured to: disable a loading of an animation file to a centralprocessing unit (CPU) when an animation feature associated with theanimation file is turned off.
 15. A non-transitory computer-readablemedium storing instructions which when executed by a computer playing agame cause the computer to perform: generating, according to animationfeatures respectively associated with animation files, animation framesof the game to be displayed on a display screen; detecting a frame rateinadequacy of the animation frames; obtaining preconfigured valuesrespectively associated with the animation files, a preconfigured valueassociated with an animation file being indicative of performanceinfluence for turning off an animation feature associated with theanimation file; and turning off one or more animation features accordingto the preconfigured values associated with the animation files until anadequate frame rate is achieved.
 16. The non-transitorycomputer-readable medium according to claim 15, wherein thepreconfigured value associated with the animation file is a measure ofat least one of graphic processing consumption and user experience ofthe animation feature.
 17. The non-transitory computer-readable mediumaccording to claim 15, wherein the preconfigured value associated withthe animation file is a combination of a number of draw call commands toa graphics processing unit (GPU) for the animation feature and a userexperience influence value for the animation feature.
 18. Thenon-transitory computer-readable medium according to claim 15, whereinthe instructions further causes the computer to perform: determining, anaverage frame rate of the animation frames that are generated accordingto the animation features respectively associated with animation filesand are displayed on the display screen; and detecting the frame rateinadequacy when the average frame rate is less than a preset frame rate.19. The non-transitory computer-readable medium according to claim 15,wherein the instructions further causes the computer to perform:classifying the animation features into multiple classes according tothe preconfigured values; and turning off the animation features classby class until the adequate frame rate is achieved.
 20. Thenon-transitory computer-readable medium according to claim 15, whereinthe instructions further causes the computer to perform: sorting theanimation features into a turn-off sequence according to thepreconfigured values; and turning off the animation features accordingto the turn-off sequence until the adequate frame rate is achieved.